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What is the most serious limitation of Unity?Plus, which answer is acceptable as the correct one? If you think about it, none of the answers should be accepted as the answer because there's no right way to answer this question. That's probably the #1 indicator of a subjective question.

Feb6

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What is the most serious limitation of Unity?Probably just stumbling over it randomly. This question is clearly opinion-based from the get-go. Saying "In order to keep this question non-subjective" doesn't make it not subjective because the top repeated offender you find most annoying won't be the same as the next user's top offender. Such lists have little to no value and only help to enforce myths, for instance what if everyone said "X is the thing" but X gets fixed in a Unity update a week later yet the top-ranking answers probably remain unedited with "X is a HUGE problem" on top of their lists even years later.

What are the benefits of using an entity ID system?last paragraph should be a bullet point of its own (memory management). There are situations where one class needs a reference to another entity for some time, but the entity reference may become invalid (ie projectile target entity died). By returning NULL when requesting an entity by ID each class takes responsibility to do the right thing (rather than crashing) when the entity reference becomes invalid.

How can I develop a game for iOS?At this stage in the learning process, really ANYTHING you do will help you move forward and the platform absolutely doesn't matter the least bit. Just be sure to use a stable technology (ie Sprite Kit, libgdx) with lots of documentation and a great community. Google can help you narrow down the popular choices, what tutorials are out there, and check the activity on official forums and stackoverflow/here. Engine feature lists are secondary (or tertiary) to that.

Feb21

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iOS OpenGLES - Multithread Game loop - Render and Updatewhat's the point of multithreading here? After all the render method has to wait for update every frame, so there won't be any benefits from running them on separate threads. Instead multithread algorithms such as game logic or draw order sorting or preparing vertex buffers.

Checking which object cause most gravitational forceWhat do you need that function for, exactly? Still, the optimization techniques are in my post, spatial hashing, approximation, creating a tree of objects that actually have an influence at a given point or sector, and so on. You may even be able to offload this work to the GPU, properly optimized it may likely be faster than the CPU and with 300 fps you still have a lot of reserve (on your system at least).

limits of tiles on tilemap, for mobile devices?no general recommendation can be made, that's like forecasting the weather 3 months from now. If sou only render visible tiles and implement tile streaming you could in theory even have endless maps.